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PanTF

Junior Defender
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  1. Dunno if this is the place to talk about it, but how about updates to current towers? Specifically towers that need a buff to stand out late game (DD1 Level 100 Nightmare) Magic Missile Tower: Added homing attribute to missiles. - Instead of having a fast firing tower with slow moving projectiles missing their target 95% of the time, you can have just that but all projectiles homing toward the target, and if the target dies the missiles will find another target close by. Fireball Tower: Increased projectile speed to match the Harpoon Tower. - They're honestly too slow, but too powerful to have homing. Increased projectile speed can help it perform much better. Why have extraordinary range if you can't successfully hit your target before they get closer? Cannonball Tower: Balls explode after a while instead of crumbling, dealing area of effect fire damage. - Allow the Cannonball Tower to deal better damage to grounded targets as it can not deal with airborne targets. Harpoons will still be a better option in most situations, but there are some good choke spots where Cannonball Towers can shine with the added explosive damage. Slice 'n' Dice: Increased damage, spin-up speed and health, decreased DU from 8 to 6, suffers loss in spin speed if hitting too many enemies at once. - It's an interesting blockade, however it's barely used due to the DU cost, and the fact that Minions outclass all squire blockades. I'm not sure how Minions will be handled in DD:A, but let's pretend they're out of the picture. Spike Blockade is good as a general wall, Bounce Blockade is good for damaging and knocking enemies back, Slice 'n' Dice is good for a large wall and damaging nearby enemies. With the changes I've suggested, Slice 'n' Dice can do much more, for less DU, and be more effective for single target DPS, with the downside of losing DPS the more enemies are taking damage due to the amount of body parts the blades have to cut through. In the end, it doesn't really matter due to how superior the EV walls are, but I think there will be some situations, similarly to the Cannonball Tower, that the Slice 'n' Dice blockade will shine. Proton Beam: Places an additional node, each node acting as a corner to form a shape (damage-zone.) Each node after the first 3 will require an additional defense unit to a maximum of 6 nodes. - Instead of trip wires, you can shape your own death-zones, constantly zapping enemies that walk through it. All nodes require a line of sight and can not be too far away from their neighboring node. You can build further away the higher than range stat. Shock Beam: Places an additional node (same info as Proton Beam), Increased lightning damage (half the damage of Ethereal Spike Trap with appropriate detonation speed), shocks to all enemies will decrease it's movement and act speed by 20% for a few seconds, can no longer stun enemies and can not hurt airborne enemies - I'm treating this as a combination of the Etherial Spike Trap and the Ensnare Aura strictly for ground enemies. It can deal great damage to a group of enemies and hinder their movement and act speeds, which can be beneficial for blockade survival. Shock Beams in it's current state (DD1) are very underwhelming and never used in late game builds. I also don't like the idea of stun-locking mobs so I completely removed that.
  2. What I'm most hopeful for: Accessing the forge from anywhere - Every map that requires diverse tower construction forces you to sprint around the whole map at least four times. e.g Temple of Water, I'd have to begin as EV and place buff beams and grab chests along the way, make it back to the forge and repeat the process with Adept, Initiate, Huntress, and Demoness. Having access to the forge from the esc menu (or character hotkey) will make this process less tedious and slightly faster, as well as accessing items and such for those who want to equip a pet with better stats that don't offer a movement speed increase. Looting system from DD1, but with a minor change - Grinding in DD1 is fun, but obtaining an Ult/+/++ piece that is missing a core stat stings real bad. I believe that Hero damage, Tower damage, and resistances should be core stats that can not be unrolled or lost because it rolled a 0. Lightning Tower and Deadly Striker Tower properly nerfed - DDE nerfed these two towers and the nerf was way too harsh. Lightning Towers can only affect a few enemies for a few seconds with awful range, and Deadly Striker Towers can not damage the boss. The right way to nerf these towers is by simply decreasing the damage effectiveness on the Lightning Towers overtime scaled on duration, decreasing the firing rate on Deadly Striker Towers with the addition of setting target priority, or increasing defense unit cost from 9 to 10. Event items that are not overpowered - If you plan on doing event items, don't do it the way the CDT did in DD1. Although the events were fun, the item rewards are incredibly powerful. Too powerful. Make event item's a souvenir for participating that isn't more powerful than Supreme or Ultimate grade. As long as you can grind a better version or variant of the event item, there will be no problems. No splitscreen advantage for grinding loot - If you didn't grind with splitscreen enabled you are effectively limiting yourself from receiving more map rewards. This is an issue because you have to choose between grinding gear four-times faster, or playing with friends. A solution to this is by rewards the account used to play the game four-times the loot than normal, instead of rewarding 1 x each hero on the map. So, if you were to play with friends on a four player map, everyone will receive four items instead of one, and if you played with split screen you will still only get four items because it's not based on how many heroes are in the map, and it will be fair for everyone playing with you locally. This can be done because it's been done in DD1 with the Crystalline Dimension. No matter how many characters you bring, your account will only be rewarded with one Crystalline weapon. Endless option for Survival mode, or just Endless mode - More often than usual, I don't play survival mode to complete it, I play it to grind map drops. Sometimes, having the option to play longer is far more better and less tedious than having to reach the wave limit and rebuild. If you can go beyond the wave limit, loot should not get any better. Loot should be capped at the original wave limit, but mobs should continue to increasingly become more powerful so it warrants a place on the leaderboards for furthest wave reached. EXP - Grinding EXP in DD1 was a pain, and it's worse in DDE. DD2 did it right with the deck system, but only having four heroes at a time will suck for DD:A. I think EXP should be shared with every hero you have made thus far. Bye.
  3. The one and only thing I disliked about PoE was the purchasable inventory space and unique inventory pages for specific items like currency, divination cards and essence. These should be available to the player from the get-go. DD:A isn't going to have MTX anyway so it's not something we have to worry about. However, bringing up supportive ways to fund the continued development of DD:A is great, but inventory space is a big deal to a lot of people. Everything else you talked about I completely agree on, even the effectiveness of Lightning Towers endgame. Minions should be talked about too due to how they affected newer maps being added to the game in terms of overall defense units, and the fact that there's no reason not to use them but are necessary for endgame maps.
  4. Some towers from Sanctum 2 can totally be implemented into DD, with some cartoony conversions of course. Not sure how multiple pure anti-air towers would pan out though, considering you can deal with air mobs with most towers anyway.
  5. Killing Floor 2 handles it pretty well when it comes to dailys and weeklies. Completing a challenge offers currency that you can use to fill up your vault and receive unlockable crates in return, which contain only graded accessories that do not affect the game or grant advantages. You can still earn currency through normal play but you get a chunk from dailys, and a bigger chunk from weeklies. If DDA were to have dailys and weeklies, it should go for a model like KF2. I absolutely disliked the DD2 model where you needed to do these challenges every day to earn currency in order to purchase new heroes, when the shorter and more tempted way is to simply throw money at your screen. I'm sure this time around the devs have everything figured out from past experiences.
  6. Hi, I'm very excited for the glorious return of an amazing game. As much as I love Dungeon Defenders 1 (DD1) there are some issues about the game I would like to address before Dungeon Defenders Awakened (DDA) releases. Starting with... Loot. An important progressional mechanic to the game, it's one of the many features that make the game fun (at least to me). Loot can be unique, and rolling for good enough stats can be a minor challenge. There are some problems however that I think requires tuning for DDA. How will split screen handle loot? This is one of my concerns for grinding map rewards. In DD1, you can get up to four sets of rewards depending on how many controllers you have connected and enabled. With four player split screen, you can grind maps four-times faster than playing the game normally because you're getting more loot than normal. Because of this, players will be more likely to grind solo rather than play with friends or random players because they won't be grinding as efficiently. My fix for this is to handle how loot is rewarded to players. Instead of rewarding the player, reward the account, with four-times the loot. regardless of how many players are connected via split screen, you will always be rewarded the same amount of loot if you were playing solo because you're all playing off the same account. If you play with friends online, everyone will get the same amount of loot and there will be no loot incentive to grind solo. Will there be loot incentives for Pure Strategy? Pure Strategy didn't offer quite as much incentive as Hardcore + Mix Mode, and because of that no one played it. Will Pure Strategy make a return in DDA or will it be perished? If it does make a return, I think some changes should be made to the mode itself to make it more fun to play, as well as a loot incentive that isn't too overpowered. I think having unique pet rewards at wave 15 is enough to give it the push it needs to be relevant, with loot drops as good as Hardcore / Mix Mode. Will event items make a return? This is a potential "break" for the game to me, so I'm a little concerned. In DD1, there are events where players can participate to receive unique rewards where you normally can't find in the game itself. However, some of these items are overpowered and you can't find better variations of these event items through normal play. This breaks the game to me and ruins the charm of looting for better gear. If events will take place in DDA similar to how the Community Development Team (CDT) handled them in DD1, don't overdo their potential and make it so farming for a better variant of the event item is possible. They should be treated as souvenirs for participating in the event. Gameplay. General game play and hero questions, and some game play elements from Dungeon Defenders 2 (DD2) that I love that I think can benefit DDA a hell of a lot. I'm just not entirely sure how it will work with a game like DD1 since both game have different play styles. How will playable heroes be handled and how will leveling up work? Leveling in DD1 is a huge pain in the ass in the beginning because you have to level about four heroes to a certain level before you can attack some of the harder maps that require diverse towers, and you may also need a hero with good hero stats for the boss. It's not the trouble of leveling each hero, but the amount of time it takes to actually gain the levels. In DD2, you have a deck system where you can set it up with the heroes you want to use for the map you're about to play. However, you are restricted to those four heroes until you leave the map. The upside to the deck is that regardless of who you are playing, everyone will gain experience, so there's no need to backtrack to grind exp for your other heroes. I would love something like this in DDA, but because DD1 has a ton of strategic tower heroes and pure DPS heroes, having the penalty to only bring four heroes into the map will suck in endgame because you will need static towers, auras, traps, EV beams, minion walls, and a pure DPS, and that requires a total of six heroes minimum. Leveling late/endgame isn't too bad because there are certain maps that offer a ton of exp, and with the power of split screen you can level up four heroes at the same time, which is another problem when it comes to doing things in solo. The deck system with increased hero capacity (of at least 12) could work, but it might be better to share the exp with every available hero in your disposal, maybe with a 50% exp penalty so there's incentive to play a certain hero you want to level up. Can we open the forge from anywhere? Running around the map 4-5 times to build can get annoying quick. DD2 can open the forge from anywhere, it did it well, and it's something DDA will benefit from greatly. How hard will the Lightning Towers be nerfed, if not removed? Lightning Tower (LT) is the most powerful tower in DD1 due to how many mobs it can latch onto and how much damage it can output to multiple Ogres all over the map. Clearly this is a tower that will get smashed by the nerf hammer, but what will they do? I don't have a suggestion for this but I'm keen to see what they do with it. If the LT gets replaced by another tower then so be it. Will tower stacking be patched? This is a big deal in DD1 as many popular builds require the use of stacking LTs inside of each other, and because it's a stack you can buff every tower with a single 4DU (Defense Unit) Buff Beam. You can save lots of DUs by strategically placing your towers on a narrow path to decrease the DU amount used on walls, protection, and support for your LTs. Although you can stack almost any static tower in the game, you can not stack traps or auras of the same type. Tower stacking should be patched out of DDA due to how powerful it can be in terms of DU and cramming towers in a single sweet spot, and it's rather silly to look at. Will the Summoner be treated like it did in Dungeon Defenders Eternity? To be completely honest, I didn't get to play much DDE because the game practically died immediately after the whole Playverse drama, but I do remember the Summoner getting its Minion Units removed in return for more minion potential. If that's the route the developers are going to go for, that's fine by me. I wasn't the biggest fan of setting up minions and making sure they're aligned right with each other and the mage, but having walls that auto heal is very nice. Will there be buffs to weaker towers? There are a lot of towers that are never used due to how under performing they are, such as the Magic Missile Tower, half of EV's arsenal, and most of Squire's towers. I'm bringing this up because I'm expecting some good changes or additions to these towers that I'd love to see used in future builds. Here's a buff for example; how good would the Magic Missile Tower be if the missiles homed in on mobs? Endgame DD1, a MMT with a huge attack rate and range can fire 100 shots in 3 seconds, but only 5% of those projectiles will land because mobs move very quickly and slow down when they turn, thus giving the tower trouble predicting where the enemy will be. Missiles actually landing will reflect the accuracy of the DPS the tower can dish out and increase its utility for flying mobs. I hope some of these questions and suggestions are looked over before the release of Dungeon Defenders Awakened. I have high hopes for this game and can't wait to relive the 2011 days of Dungeon Defenders on Steam. Thanks for reading. ~Pan
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